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Re: [SOLVED] Rendering OpenGL in timed loop (CoreVideo).
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Re: [SOLVED] Rendering OpenGL in timed loop (CoreVideo).


  • Subject: Re: [SOLVED] Rendering OpenGL in timed loop (CoreVideo).
  • From: Brian Bruinewoud <email@hidden>
  • Date: Sun, 12 Apr 2009 16:56:31 +1000

That did it, adding
[[ self openGLContext ] flushBuffer ];
To the end of getFrameForTime: did the trick.

Thanks.

On 12/04/2009, at 03:13 , Michael Ash wrote:

On Sat, Apr 11, 2009 at 2:20 AM, Brian Bruinewoud <email@hidden> wrote:
Ok. That "works". I was coming from an NSOpenGLView example where the view
sets the context before the drawRect is sent.


Any it, doesn't crash/hang/stop now, but it doesn't draw anything, either...
:(

Does identical code placed in drawRect: (without the context setting stuff, of course) draw? If so, it's probably a flushing problem. Be sure to flush your GL context before you exit.

I thought of another possible approach. Since NSOpenGLView tries to
act like a regular NSView, it may be sufficient to wrap your calls in
a lockFocus/unlockFocus pair.

Mike
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References: 
 >Rendering OpenGL in timed loop (CoreVideo). (From: Brian Bruinewoud <email@hidden>)
 >Re: Rendering OpenGL in timed loop (CoreVideo). (From: Greg Parker <email@hidden>)
 >Re: Rendering OpenGL in timed loop (CoreVideo). (From: Brian Bruinewoud <email@hidden>)
 >Re: Rendering OpenGL in timed loop (CoreVideo). (From: Brian Bruinewoud <email@hidden>)
 >Re: Rendering OpenGL in timed loop (CoreVideo). (From: Michael Ash <email@hidden>)
 >Re: Rendering OpenGL in timed loop (CoreVideo). (From: Brian Bruinewoud <email@hidden>)
 >Re: Rendering OpenGL in timed loop (CoreVideo). (From: Michael Ash <email@hidden>)

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